Scouter .equ 0
Raptor .equ 1
Argo .equ 2
Tank .equ 3
Degruser .equ 4
Reclauda .equ 5
Camoza .equ 6
Splitron .equ 7
Balkstone .equ 8





;-------------------------------------------------------------------------------- 
; The following is a set of characteristics for each player.  Every player has
; these, and it is an absolute essential for multiplayer games.
; These are the only attributes passed between players.
;--------------------------------------------------------------------------------





;Player_Screen_X and Player_Screen_Y are used for drawing a player's unit on screen.
;This applies only to the immediate player, not to any of the player's opponents.
;The reason is, a player's unit is always on screen, but from his view, opponent
;units can be off-screen.



Player_Animation .equ 0
Player_Animation_Time .equ  1

;Player_Map_X and Player_Map_Y determine where the unit is in terms of the entire map,
;not just the screen.  While this probably has many uses throughout the program,
;the immediate use is so that opponent units can be drawn if in range of the player's
;screen, or ignored if out of range of the screen.  Another immediate use is determining
;if a unit is near the edge of the map or not.  Player_Map_X and Player_Map_Y require
;three bytes each.

Player_Map_X .equ 2
Player_Map_Y .equ  5

;The next value is the amount of belthium crystals a player owns.  It takes 2 bytes, and
;cannot exceed 50000.

Player_Money .equ  8

;Unit_Direction determines the direction the player's unit is going.

Player_Direction .equ  10

;Player_Turret_Direction is used for determining in which direction a weapon is fired,
;even though only two units have true turrets.  For a Scouter and a Tank, this variable
;is used to determine which direction to fire, and also determines which turret sprite to
;draw.  For a Balkstone, this variable is used for the Extension Coils upgrade, since
;a Balkstone can only fire forward.  For all other units, Player_Turret_Direction only
;tells the calculator which direction the weapons fire at.

Player_Turret_Direction .equ 11


;Every unit, with the exception of Scouters, requires fuel to operate.  Two bytes
;are required to store unit fuel.

Player_Fuel .equ  12

;Several units require sephrane gas for their upgrades.  Unlike fuel, sephrane gas
;requires only one byte of data.

Player_Sephrane_Gas .equ  14



Player_Unit_HP .equ 15 ;Requires two bytes



Player_Unit .equ 16

;If one of these values is 0, a unit cannot fire at that kind of unit.  Of course,
;a value other than zero represents the damage to the opposing unit
                                                   
Player_Unit_Damage_Per_Shot_At_Ground_Units .equ  18
Player_Unit_Damage_Per_Shot_At_Air_Units .equ  19

Player_Unit_Fire_Rate .equ  20

;Unit speed.  For units with acceleration capabilities, this is a maximum speed.

Player_Speed .equ 21

Player_Current_Direction .equ 22 ;Used to see if the direction
			 ;has changed or not

;Some unts have upgrades with limited use.  This variable keeps track of how many uses of
;the upgrade the unit has left.

Player_Upgrade_Stock .equ 23

;Player_Abilities_Researched is 5 bytes.  There are about 13 different kinds of upgrades,
;but there are some abilities that are required to be researched twice for use
;with different units (e.g. Cloak can be used by three different units, so it has to
;be researched once for each different unit, a total of 3x it has to be researched
;if all three units are to have it.  

;Two bytes, therefore, are four sets of four bits telling what kind of the 13 abilities
;a unit has...these two bytes are meant specifically for the unit.  The last 3 bytes,
;meant for every unit a player can use, describes whether a certain ability
;for a certain unit has been researched.

Player_Abilities .equ  24


;This takes 16 bytes of data.  A unit has, at most, 4 weapons, including special
;abilities.  Each weapon has X and Y coordinates 2 bytes in length because
;the weapons have to be drawn to map coordinates rather than screen coordinates.

Player_Weapon_Data .equ 29

;A name can be up to 13 characters.

Player_Name .equ  45

;PlayerType is used for determining if a player is AI or an actual player
;Value 0 is Human Player 1, Value 1 is Human Player 2, 2-19 is AI difficulties for up
;to 3 AIs.  The difference between this and Player_Type is this value is used for 
;determining player functions during gameplay, whereas Player_Type is used for the lobby
;to determine who is hosting and who is joining.

Player_Type_In_Game .equ 59
Player_Team .equ 60
Current_Number_Of_Ships .equ 61


Ship1 .equ 61
Ship2 .equ 62
Ship3 .equ 63
Ship4 .equ 64
Ship5 .equ 65
Ship6 .equ 66
Ship7 .equ 67
Ship8 .equ 68
Ship9 .equ 69
Ship10 .equ 70


;The amount of belthium crystals a player earns per second

Money_Per_Second .equ 71
Player_Food .equ 73